Refactor UniformBuffers and DescriptorSets
- Refactor UniformBuffers to keep track of the uniforms it contains - Refactor DescriptorSets to initialize UniformsBuffers and keep track of all its bindings - DescriptorSets can now be created from the Pipeline - Add custom DescriptorSets to Renderer
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@@ -120,10 +120,13 @@
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<ClCompile Include="src\copium\buffer\RendererVertexBuffer.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\copium\renderer\DrawCall.cpp">
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<ClCompile Include="src\copium\renderer\Batch.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\copium\util\ShaderReflector.cpp">
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<ClCompile Include="src\copium\pipeline\ShaderReflector.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\copium\pipeline\ShaderBinding.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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@@ -236,10 +239,13 @@
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<ClInclude Include="src\copium\buffer\RendererVertexBuffer.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\copium\renderer\DrawCall.h">
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<ClInclude Include="src\copium\renderer\Batch.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\copium\util\ShaderReflector.h">
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<ClInclude Include="src\copium\pipeline\ShaderReflector.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\copium\pipeline\ShaderBinding.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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